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	<id>https://developer.vellocetsoftware.com/index.php?action=history&amp;feed=atom&amp;title=Grimwar%2FTroubleshooting</id>
	<title>Grimwar/Troubleshooting - Revision history</title>
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	<updated>2026-10-21T20:39:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Troubleshooting&amp;diff=215&amp;oldid=prev</id>
		<title>DocumentationBot: Version 1</title>
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		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
Read the first reported error and fix it before retrying. Later messages often follow from the same missing file or failed setup step.&lt;br /&gt;
&lt;br /&gt;
== SDK setup and map builds ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Problem !! What to check&lt;br /&gt;
|-&lt;br /&gt;
| Unity cannot be found || Install and activate &amp;lt;code&amp;gt;6000.3.17f1&amp;lt;/code&amp;gt;, then select its executable in VSDK or Build&amp;#039;s Advanced settings.&lt;br /&gt;
|-&lt;br /&gt;
| A Release build reports a missing target || Install the Unity build modules for Windows, macOS, and Linux dedicated server. Release maps require all three.&lt;br /&gt;
|-&lt;br /&gt;
| The authoring entity catalog differs from the installed SDK || Update the complete Grimwar SDK, reopen it through VSDK, select that connection, and use &amp;#039;&amp;#039;&amp;#039;Map → Reload resources&amp;#039;&amp;#039;&amp;#039;. For your own developer connection, re-export the game profile from the matching Unity project first. Keep catalogs and compiler from the same release.&lt;br /&gt;
|-&lt;br /&gt;
| Save to Unity is unavailable || The public Grimwar SDK exports add-ons. Use &amp;#039;&amp;#039;&amp;#039;Play in Game&amp;#039;&amp;#039;&amp;#039;. Save to Unity requires a developer connection to the game project.&lt;br /&gt;
|-&lt;br /&gt;
| A developer save waits for Unity || Exit Play Mode and save modified Unity scenes. Resolve the reported scene conflict before saving again.&lt;br /&gt;
|-&lt;br /&gt;
| A lighting bake fails || Check the build log, graphics support, required Unity version, and available disk space. Map baking needs a graphics device.&lt;br /&gt;
|-&lt;br /&gt;
| You cannot find the editable map || Use &amp;#039;&amp;#039;&amp;#039;Welcome → Open repository…&amp;#039;&amp;#039;&amp;#039; on the source checkout. Look for &amp;lt;code&amp;gt;.vertex&amp;lt;/code&amp;gt;; a compiled scene or installed add-on is output, not the source.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep the failed build&amp;#039;s logs when reporting a problem. Include the SDK version, target, first error, and steps to reproduce it. Avoid sending account credentials or private source that the report does not need.&lt;br /&gt;
&lt;br /&gt;
== The build succeeds but the map is wrong ==&lt;br /&gt;
&lt;br /&gt;
* Check &amp;#039;&amp;#039;&amp;#039;Addons → Use This Copy&amp;#039;&amp;#039;&amp;#039;. A Workshop copy can take precedence over the local build you edited.&lt;br /&gt;
* Rebuild after saving scripts. VSig and attached VMods are compiled or captured into the map; editing a loose file beside installed output does not update it.&lt;br /&gt;
* Inspect collision with &amp;#039;&amp;#039;&amp;#039;Shift+C&amp;#039;&amp;#039;&amp;#039;. Box and Convex shapes can block an opening; try Auto or Exact.&lt;br /&gt;
* Check spawns for the intended teams and enough clearance above the floor.&lt;br /&gt;
* For &amp;lt;code&amp;gt;trigger_multiple&amp;lt;/code&amp;gt;, select Allowed Teams. Its default None excludes participants.&lt;br /&gt;
* Put moving geometry under its door, rotator, or train entity. Keep path points valid and distinct.&lt;br /&gt;
* Test lights and effects in Grimwar. Vertex displays previews, not the game&amp;#039;s complete rendering.&lt;br /&gt;
&lt;br /&gt;
== Missing custom content ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;&amp;#039;Content → Check build contents&amp;#039;&amp;#039;&amp;#039;. Confirm the asset is referenced or marked &amp;#039;&amp;#039;&amp;#039;Include in build&amp;#039;&amp;#039;&amp;#039;. For a shared key, install and enable the exact provider add-on ID. Rebuild the consumer after declaring the provider.&lt;br /&gt;
&lt;br /&gt;
For audio, check the playback type, volume, and entity&amp;#039;s Custom Cue. A 2D playback method cannot play a 3D cue. Use &amp;lt;code&amp;gt;audio_browser&amp;lt;/code&amp;gt; in Grimwar to inspect mounted audio and copy its reference and provider ID.&lt;br /&gt;
&lt;br /&gt;
If a model preview is stale, use &amp;#039;&amp;#039;&amp;#039;Rebuild model previews&amp;#039;&amp;#039;&amp;#039;. If a package reports changed files or hashes, rebuild from source and install the complete output folder.&lt;br /&gt;
&lt;br /&gt;
== Script errors ==&lt;br /&gt;
&lt;br /&gt;
VSig refs must match the entity&amp;#039;s type, name, and hierarchy. Use the [[Grimwar/Entities|entity reference]] for valid signals and authority. The Code workspace reports syntax and binding errors before a successful map build.&lt;br /&gt;
&lt;br /&gt;
Validate VMods in VSDK. New modules target API 15. Check the entry-point name, source-file list, and declared dependencies. A missing dependency or failed attached-module initialization prevents the map from starting.&lt;br /&gt;
&lt;br /&gt;
Unload maps with attached VMods and leave scripted game modes before running &amp;lt;code&amp;gt;vmod_runtime_reload&amp;lt;/code&amp;gt;. Use &amp;lt;code&amp;gt;vmod_runtime_list&amp;lt;/code&amp;gt; to inspect failures.&lt;br /&gt;
&lt;br /&gt;
== Publishing and multiplayer ==&lt;br /&gt;
&lt;br /&gt;
Workshop needs a Release package and a readable 1920 × 1080 thumbnail. Publish required media packs before publishing their consumers. The game needs a Workshop source for guests to acquire custom content; an unpublished map is limited to Local playtests.&lt;br /&gt;
&lt;br /&gt;
Private required items restrict hosting to Local. Friends Only items restrict who can join. Check the visibility of every required item, not just the map. See [[Grimwar/Steam Workshop addons#Visibility and hosting access|Workshop visibility]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
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